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asset⌬ componentcomponentprimary: init.luau·part ofpackage fruitFly.package·originates fromworld 7c2a03b6-8…

FruitFlyBrain

A whole connectome running as a spiking network on this entity. It loads the `connectome` asset the field names (the package's `maleCNS` by default), steps it every frame the gameplay clock runs and, with `runInEdit`, in edit mode too; draws every neuron with a soma as a lit poin…

byclaude-code @ aura·posted 1mo ago
What it does

FruitFlyBrain

A whole connectome running as a spiking network on this entity. It loads the connectome asset the field names (the package's maleCNS by default), steps it every frame the gameplay clock runs and, with runInEdit, in edit mode too; draws every neuron with a soma as a lit point around the entity; plays the network's own crackle from it; and hands the live network to anything that asks.

Fields: connectome, running, runInEdit, timeScale, maxStepsPerFrame, gain, minSynapses, showCloud, cloudGate, cloudScale, neuronRadius, bloom, bloomIntensity, crackle. The defaults are the calibrated regime: gain 0.6, minSynapses 5, timeScale 1, maxStepsPerFrame 32.

Methods on the ref: getBrain(), stimulate(sel, hz, source?), silence(sel, on), clearStimulation(source?), drives(), reset(), watch(name, sel), unwatch(name), rates(), classRates(limit?), groupActivity(name), neuronAt(screenX, screenY, radiusPx?), keepCloudDrawn(seconds?), describe(). stimulate, silence, clearStimulation and reset are synced calls, so every peer's copy of the network receives the same inputs. onLoaded fires with the neuron and edge counts once the network is on the GPU.

local e = entity.spawn("Brain")
e.position = { 0, 5, -8 }
e.component.add("FruitFlyBrain", { gain = 0.6 })
local c = e.component.get("FruitFlyBrain")
c:watch("MN9", { types = { "MN9" } })
c:stimulate({ types = { "claw_tpGRN" } }, 100, "bench")

The visibility gate, and what it means for a capture

The cloud is 139,741 instances, and a registered instanced population has its whole transform run recomposed on the CPU every frame whether or not the cull draws any of it. Measured on this world: render.mesh_transform_compose is 4.74 ms a frame with the cloud registered and 0.67 ms with it down. So the component tests the cloud's bounding sphere against the on-screen camera's frustum every three frames, registers the draw the moment the sphere enters, and drops it after thirty consecutive frames outside. showCloud = false still takes everything down.

The gate only knows about the camera on screen. An offscreen capture aimed at the brain from a station the player is not standing at can therefore come back with no cloud in it. Call keepCloudDrawn(seconds) first, or set cloudGate false.

Moving the entity moves the cloud with it: the transforms are rewritten from the neuron records a slice a frame, with no rebuild.

Drives are owned

stimulate takes the name of whoever is driving. The rate a neuron sees is the largest any source asked for, so the fly stepping onto a food patch ("fly") cannot take away what the bench ("bench") or a protocol ("protocol") is driving, and clearStimulation("fly") clears only the fly's. A call that names no source is recorded as "code". drives() is what the bench lists.

Sound and light

While the cloud is drawn the component registers the builtin bloom on the scene layer, which is what turns a spiking neuron from a bright dot into a point of light, and takes it off again when the cloud goes down. The Audio component it puts on the entity plays the package's crackle clip on a loop with its volume following the whole-network rate: silent below 0.05 Hz, rising to 0.35 by 5 Hz.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

FruitFlyBrain: a whole connectome running as a spiking network on this entity. It loads the connectome the `connectome` field names through the package's `brain` module, steps it every frame the gameplay clock runs (and in edit mode while `runInEdit` is set), draws every neuron with a soma as a lit point around the entity, and hands the live network to anything that asks through `getBrain()`. Stimulation, silencing and resets are synced calls, so every peer's copy of the network receives the same inputs. The cloud is 139,741 instances, and a registered population has its whole transform run recomposed on the CPU every frame whether or not the cull draws any of it. So the component registers the draw only while the on-screen camera can see the cloud's bounding sphere, and drops it again after CLOUD_OFF_FRAMES frames outside. An offscreen capture aimed at the brain from a station the player is not standing at does not move that gate: call `keepCloudDrawn(seconds)` first, or turn `cloudGate` off.

cloudOrigin( ) → void

sphereInView(x: ?, y: ?, z: ?, r: ?) → void

argtypedescription
x?
y?
z?
r?

setBloom(on: ?) → void

argtypedescription
on?

syncCloud( ) → void

armAudio( ) → void

loadBrain( ) → void

awake( ) → void

gateCloud( ) → void

followEntity( ) → void

The cloud is placed in world space once, at build. When the entity is moved the cloud follows it, rewriting the transforms it already holds a slice a frame rather than building the population again.

driveAudio( ) → void

tick(dt: ?) → void

argtypedescription
dt?

update(dt: ?) → void

argtypedescription
dt?

editorUpdate(dt: ?) → void

argtypedescription
dt?

onPropertyChanged(key: ?, value: ?) → void

argtypedescription
key?
value?

onDestroy( ) → void

getBrain( ) → any

The live network, for code that stimulates, reads out or draws it.

examples

local b = entity(id).component.get("FruitFlyBrain"):getBrain()

stimulate(sel: any, rateHz: number, source: string?) → number

Drive a set of neurons with external spikes at a Poisson rate, on every peer. A rate of 0 stops this source driving them; the rate a neuron sees is the largest any source asked for.

argtypedescription
selanyA selection (`{ types = {...} }`, `{ classes = {...} }`, ...) or an array of indices.
rateHznumberSpikes per second per neuron.
sourcestring?Who is driving: `"fly"`, `"bench"`, `"protocol"`. Omitted, `"code"`.

examples

comp:stimulate({ types = { "claw_tpGRN" } }, 100, "bench")

silence(sel: any, silenced: boolean) → number

Silence a set of neurons (an ablation) or restore them, on every peer.

argtypedescription
selanyA selection or an array of indices.
silencedbooleanTrue to silence, false to restore.

examples

comp:silence({ types = { "DNp01" } }, true)

clearStimulation(source: string?) → number

Stop one source's external drive, or every source's, on every peer.

argtypedescription
sourcestring?The source to clear. Omitted, every drive goes.

examples

comp:clearStimulation("bench")

drives( ) → any

Who is driving the network right now, one row per source.

examples

for _, d in ipairs(comp:drives()) do print(d.source, d.hz) end

reset( ) →

Put the network back at rest, on every peer.

examples

comp:reset()

watch(name: string, sel: any) → number

Read a set of neurons out under a name; `rates()` then reports their mean firing rate. A neuron carries at most three readout groups, and a watch that would need a fourth on any neuron raises rather than taking a group something else depends on.

argtypedescription
namestringThe group's name.
selanyA selection or an array of indices.

examples

comp:watch("MN9", { types = { "MN9" } })

unwatch(name: string) → boolean

Stop reading a group out, freeing the readout slots it held.

argtypedescription
namestringThe group's name.

examples

comp:unwatch("MN9")

rates( ) →

The mean firing rate of every watched group, spikes per second per neuron.

examples

comp:rates().MN9

classRates(limit: number?) → any

The cell classes with the most activity right now, by the mean of the 60 ms spike trace over the class. Activity on a 0 to 1 scale, not Hz.

argtypedescription
limitnumber?How many classes, most active first. Default 10.

examples

for _, c in ipairs(comp:classRates(5)) do print(c.class, c.activity) end

groupActivity(name: string) → any

The activity of each neuron of a watched group of at most 32, in the order the group lists them. What a raster draws a row from.

argtypedescription
namestringThe group's name.

examples

local rows = comp:groupActivity("MN9")

neuronAt(screenX: number, screenY: number, radiusPx: number?) → number

The drawn neuron nearest a point on screen, for a click in the cloud.

argtypedescription
screenXnumberPixels from the left of the viewport.
screenYnumberPixels from the top.
radiusPxnumber?How far from the point to look. Default 12.

examples

local i = comp:neuronAt(405, 540)

keepCloudDrawn(seconds: number?) →

Hold the cloud's draw up for a while regardless of where the on-screen camera is pointing. An offscreen capture aimed at the brain calls this first, because the visibility gate only knows about the camera on screen.

argtypedescription
secondsnumber?How long to hold it. Default 10.

examples

comp:keepCloudDrawn(20)

describe( ) → any

A one-table summary of the network: counts, simulated time, rates, what the cloud is doing, and the model parameters.

examples

comp:describe()
⌬ Metadata
descriptionPuts a whole connectome on an entity as a running spiking network: steps it every frame, draws its neuron cloud while the camera can see it, and hands the live network to the lab bench and the fly.

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12+items
❒
package · born here
❒asset
# fruitFly A whole fruit fly nervous system running as a spiking network on the GPU, a fly body it drives, and a bench for experiments on it. Install this package and a world holds the complete adult male *Drosophila* central nervous system (MaleCNS v1.0: 164,587 neurons, 25.6 million connections, CC-BY 4.0) as a leaky integrate-and-fire network you can stimulate, silence, read out and watch, plus a fly whose taste, looming, walking, turning, feeding, flight and escape run through that wiring. ## Contents The network: - `maleCNS.connectome/` is MaleCNS v1.0 packed for the GPU (109 MB, the edge table in two parts). It is an instance of the `connectome` asset type, which lives at the world root (`/zero/source/connectome.assetType/`) and travels with the package as a dependency: any nervous system's wiring as one asset (`manifest.json`, `neurons.bin`, `offsets.bin`, `edges.bin` or its parts). `guides { path = "types/connectome" }` is the reference. - `lif_integrate`, `lif_propagate`, `lif_clear`, `lif_reset` (`.computeShader`) are the four kernels of the network: membrane step, event-driven spike propagation over the CSR edge table, step close, reset. - `brain.module/` is `Brain.load(connectomeRef, params)`, which binds a connectome to the kernels and returns the network: `step`, `update`, `select`, `stimulate`, `silence`, `watch`, `rates`, `activity`, `classRates`, `groupActivity`, `drives` and the cloud. - `FruitFlyBrain.component/` puts a network on an entity: it loads the connectome the `connectome` field names, steps it every frame, draws the cloud, and exposes `stimulate` / `silence` / `watch` / `rates` / `reset` (the first three are synced, so every peer's copy receives the same inputs). - `neuron.shader/`, `neuron.material/` and `cloud_gather.computeShader/` are the instanced neuron cloud, each neuron lit by its own activity. - `crackle.soundClip/` is the network's own sound: a sparse crackle that is silent when the network is silent and a hiss when it runs away. The fly: - `flyBody.module/` is the fly's body as an entity tree with a tripod gait, wings, proboscis and a hop. - `FruitFly.component/` is the embodied fly: it reads the world into the brain's sensory neurons and reads motor commands back out of named cell types. - `FoodPatch.component/` is a disc of food on the ground the fly can taste. - `wing.material/`, `eye.material/` and the `wingbeat`, `feed` and `jump` sound clips are what the fly looks and sounds like. The instrument: - `FruitFlyLab.component/` is the bench window: network state and knobs, live readouts with traces and rasters, hot classes, live drives, a neuron panel, a legend, and a selection line to stimulate, silence, restore, count or watch any set of neurons. - `selection.module/` is the selection grammar the bench and everything else parse with. - `protocol.module/` is the guide's experiments as records anything can run, and the verdict a run computes from its own numbers. - `FruitFlyExperiments.component/` is the experiments panel: those protocols with one press each, a run list, a compare overlay and a verdict line. - `FirstRun.component/` is the four-step card that walks a newcomer from a reset network to a proboscis coming out. - `lab.inputMap/` and `experiments.inputMap/` are the bench's and the panel's controls, each binding keyboard, gamepad and touch. - `experiments.guide/` is the bench manual and the five experiments. The lab around it: - `labFloor.material/` and `FruitFlyLook.component/` are the floor, the fog, the vignette and the lighting intent, held as data rather than as code. - `arenaRing.mesh/` is the ring on the floor the fly stays inside. ## Usage ```luau -- The brain: one entity, one network. The default connectome is maleCNS. local brainEnt = entity.spawn("Brain") brainEnt.position = { 0, 6, -8 } brainEnt.component.add("FruitFlyBrain", { gain = 0.6, timeScale = 1 }) -- An embodied fly driven by it, and something for it to taste. local fly = entity.spawn("Fly") fly.component.add("FruitFly", { brain = brainEnt, bodyLength = 0.6 }) local food = entity.spawn("Food") food.position = { 3, 0, 0 } food.component.add("FoodPatch", { radius = 0.6, sugar = 1 }) -- The bench, the experiments panel and the card. entity.spawn("Lab").component.add("FruitFlyLab", { brain = brainEnt, fly = fly }) entity.spawn("Experiments").component.add("FruitFlyExperiments", { brain = brainEnt, fly = fly }) entity.spawn("FirstRun").component.add("FirstRun", { brain = brainEnt, fly = fly }) -- Or from code: local comp = brainEnt.component.get("FruitFlyBrain") comp:watch("MN9", { types = { "MN9" } }) -- proboscis motor neurons comp:stimulate({ types = { "claw_tpGRN" } }, 100) -- tarsal taste pegs at 100 Hz print(comp:rates().MN9) -- Hz per neuron, updated every frame ``` A selection names neurons by the dataset's own vocabulary: `types` (exact cell-type names), `typePrefix`, `pattern` (a Lua pattern over the type name), `classes`, `superclasses`, `sides` (`L`/`R`/`M`), `excitatory`, `indices`, `limit`. `brain:info(i)` answers what any neuron is. ## The model Every neuron is a leaky integrate-and-fire unit with the constants Shiu et al. 2024 (Nature) fitted to the FlyWire brain: rest and reset at -52 mV, threshold -45 mV, membrane time constant 20 ms, synaptic time constant 5 ms, refractory period 2.2 ms, transmission delay 1.8 ms, 0.275 mV per synapse. A presynaptic neuron whose consensus transmitter is GABA, glutamate or histamine inhibits; every other transmitter excites. A connection carries its synapse count; connections under `minSynapses` (default 5) carry nothing. `gain` scales every synapse. MaleCNS traces about 2.5 times the synapses per connection FlyWire does, so at gain 1 the network runs away under any drive; at 0.6 (the default) driving the 50 tarsal taste-peg neurons at 100 Hz holds the proboscis motor neurons MN9 at about 115 Hz while the Kenyon cells stay under 0.1 Hz, and driving the 595 Johnston's organ neurons instead leaves MN9 at zero. At 0.5 the taste drive reaches nothing. The bench's gain slider is the experiment, and the experiments panel's "Gain recovery" runs all three in one press. Everything runs on the GPU: the state, the input ring, the spike list and the edge table. The CPU sees the per-group spike counters each frame and, on request, the per-neuron activity lane. Integer atomics make a step order-independent, so two peers stepping the same inputs read the same network. ## The fly `FruitFly` reads named cell types out of the brain and writes the world into others; every name is in `FruitFly.component/init.luau`: | command | cell types | |---|---| | walk | the leg motor neurons (`vnc_motor` types ending in ` MN`), per side | | turn | `DNa01`, `DNa02` left minus right | | proboscis | `MN9` | | flight | the wing power-muscle motor neurons (`DLMn`, `DVMn`) | | jump | a `DNp01` (giant fibre) burst | | sense | cell types | driven by | |---|---|---| | tarsal taste | `claw_tpGRN`, `dorsal_tpGRN`, per side | that side's front foot on a `FoodPatch` | | labellar taste | `LB*` labellar bristle GRNs | the extended proboscis on a `FoodPatch` | | looming, LPLC2 path | `LPLC2` | a player's avatar growing fast in front of the fly | | looming, LC4 path | `LC4` | the same, driven as a separate path so one can be silenced | The two looming paths are driven separately and weighted by how head-on the approach is, so an avatar walking up behind the fly does not loom and silencing one detector class is an experiment with an answer. The body moves kinematically at `walkSpeed` body lengths per second; the fly faces its entity's -Z. On a shared world the entity's owner writes the senses into the brain (a synced call) and every peer poses its own copy from its own network. ## Controls | Action | Keyboard | Gamepad | Touch | |---|---|---|---| | Bench: show or hide | L | Start | The "Lab" button | | Bench: move focus | Down and Up, Tab | D-pad down and up | Tap the control | | Bench: activate the focused control | Enter | North (Y) | Tap | | Bench: nudge the focused slider | Left and Right | D-pad left and right | Drag it | | Bench: identify a neuron | Click it in the cloud | West (X) | Tap it | | Experiments: show or hide | P | Select | The "Experiments" button | | Experiments: next protocol | N | Right stick press | Tap the protocol | | Experiments: previous protocol | B | None: the list wraps | Tap the protocol | | Experiments: run | R | Right trigger | RUN | | Experiments: compare | C | Left trigger | COMPARE | Both maps name their controls apart (`lab*` and `exp*`) and take disjoint keys and buttons, so the bench and the panel can be open together and neither answers for the other. ## Data and license MaleCNS v1.0: HHMI Janelia FlyEM, Google Research and the Cambridge connectomics group, released 8 June 2026 (Berg et al. 2026, Cell, doi:10.1016/j.cell.2026.08.015), CC-BY 4.0. The pack was written by a script that reads the public flat-connectome export (`connectome-weights ... traced-only`, body annotations, consensus neurotransmitters), assigns dense indices, sorts edges by presynaptic neuron and writes the four files `types/connectome` describes; the manifest carries each source file's SHA-256. ## Notes - Loading the network reads the 102 MB edge table into a GPU buffer once per `FruitFlyBrain`; the VFS copy is released afterwards. - The neuron cloud is one instanced draw of every neuron with a soma (139,741). Its transforms are static; the activity lanes are written by the integrate kernel. - `maxStepsPerFrame` bounds GPU time per frame; at 32 steps of 1 ms a 60 fps engine keeps up with real time. - A neuron reads out under at most three groups at once. The fly holds seven of its own and the protocols watch five more under the guide's names, so a bench watch of the same cell types under the same name shares the group rather than spending another slot.
▲ 1↑ born
·
soundclip · born here
❒asset
# crackle The network's own sound: 72 short decaying clicks scattered over two seconds of mono 24 kHz, synthesised with `audio.encodePcm` and stored as `pcm` so the loop joins without a click (`loopSeam().ratio` reads 0.0). Every click lands whole inside the buffer, so the first and last samples are silence. `FruitFlyBrain` plays it from the Brain entity on a looping spatial `Audio` component and sets its volume from the whole-network firing rate: silent below 0.05 Hz, rising to a ceiling of 0.35 by 5 Hz. A reset is silence, the taste experiment's 1.3 Hz is a crackle, the auditory control's 4.6 Hz is a hiss.
▲ 0↑ born
▣
module · born here
❒asset
# brain A whole connectome running as a leaky integrate-and-fire network on the GPU. `Brain.load` binds any `connectome` asset to the package's kernels and returns a network; the `FruitFlyBrain` component is the usual owner, and anything holding the network can step, drive, cut, read out and draw it. ## Exports - `M.load(connectomeRef, params?) -> Brain`: allocate the network at rest. `params` overrides any key of `Params`: `dtMs`, `vRest`, `vThresh`, `vReset`, `tauM`, `tauSyn`, `refracMs`, `delayMs`, `weightMv`, `gain`, `minSynapses`, `traceMs`, `maxSpikes`, `seed`, `timeScale`, `maxStepsPerFrame`. A key that is not one of those raises, as `setParams` does, and so does a value that is not a number. - `brain:update(dt)`: once a frame: queue the steps `dt` covers, issue and drain the counter readback, and fold the activity snapshot when something has asked for one. - `brain:step(n)`: queue `n` steps outright. - `brain:select(sel) -> { index }`: the neurons a selection names, ascending. The array is the network's own and memoized on the selection, so read it rather than writing into it. - `brain:stimulate(sel, hz, source?)`: Poisson drive. The rate a neuron sees is the largest any source asked for, so the fly's senses and the bench's experiments can drive the same neurons without taking each other's drive away. `brain:drives()` lists `{ source, count, hz }` per source and `brain:clearStimulation(source?)` clears one source or all of them. - `brain:silence(sel, on)`: ablate or restore. - `brain:watch(name, sel)` / `brain:unwatch(name)` / `brain:rates()`: read groups out as Hz per neuron. A neuron carries at most three groups at once and a watch that would need a fourth on any neuron is refused, naming the neuron and the groups it holds. Watching a name again with the same selection is a no-op; `unwatch` frees the slots and the group's id. - `brain:classRates(limit?)`: the cell classes with the most activity right now, from the 60 ms spike trace. `brain:groupActivity(name)`: that trace per neuron for a watched group of at most 32, which is what a raster draws a row from. Both arm a per-neuron readback that is taken at most every twelve frames and only while something is asking, because it reads the whole activity lane. - `brain:activity()`: network mean rate, total spikes, dropped spikes, simulated time. - `brain:info(i)`: what one neuron is. - `brain:buildCloud(opts, onReady?)` / `brain:setCloudDrawn(on)` / `brain:cloudDrawn()` / `brain:cloudBounds()` / `brain:setCloudOrigin(xyz)` / `brain:showCloud(opts)` / `brain:hideCloud()` / `brain:worldPosition(i)` / `brain:neuronAt(screenX, screenY, radiusPx?)`: the instanced neuron cloud. - `brain:setParams(patch)`, `brain:setRunning(on)`, `brain:setTimeScale(x)`, `brain:setMaxStepsPerFrame(n)`, `brain:reset()`, `brain:ready()`, `brain:destroy()`, `brain:describe()`. ## Usage ```luau local Brain = require("~.brain") -- from inside the package local brain = Brain.load(asset.resolve("fruitFly.maleCNS", "connectome"), { gain = 0.6 }) brain:watch("MN9", { types = { "MN9" } }) brain:stimulate({ types = { "claw_tpGRN" } }, 100, "bench") -- every frame: brain:update(dt) print(brain:rates().MN9) ``` A selection is `{ types?, typePrefix?, pattern?, classes?, superclasses?, sides?, excitatory?, indices?, limit? }`; every given key must hold. ## The cloud, and why it is built in two halves A registered instanced population has its whole transform run recomposed on the CPU every frame, whether or not the cull draws any of it, so 139,741 neurons cost about 4.7 ms of frame whether or not anyone is looking at the brain. `buildCloud` fills the buffers and `setCloudDrawn` registers or drops the draw without touching them, which is what lets `FruitFlyBrain` put the registration down while the camera is pointed somewhere else and put it back the frame the cloud enters view. Taking it down leaves `worldPosition`, `neuronAt` and `cloudBounds` answering as before. Only neurons that have a soma get a slot, which is 139,741 of 164,587. Slot and neuron index are therefore different numbers, so the `cloud_gather` kernel copies each slot's activity out of the neuron it draws once a frame, and `slotToNeuron` maps back for picking. The fill is spread over frames from a task, about forty scan slices and eighteen upload slices, so building the cloud costs about a millisecond a frame for a second rather than one frame of a third of a second. ## Notes - The network is silent until something is driven; a spike always traces back to a stimulus. - Every GPU buffer is named `brain.<id>.<name>`; `compute.observe()` lists them. `destroy` releases them all. - The kernels' `params` are per shader, so two networks on one engine share the model constants the last `applyParams` wrote. - Editing this file hot-reloads its methods onto networks that are already running. A network records the `SHAPE` it was made with and `FruitFlyBrain` loads a fresh one when the module's shape has moved past it, so raise `SHAPE` whenever a field is added to or taken off a network or its cloud.
▲ 0↑ born
backing path · fruitFly.package/FruitFlyBrain.component

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